Research, Eating Behavior, and Media Stupidity

Several weeks ago, the Harvard School of Public Health came out with a study that suggested the more red meat you eat, the more likely you are to die younger. The anti-CAFO lobby has, OF COURSE, jumped on this, claiming that there’s no control for CAFO vs. Grass-Fed meat, therefore the study must be bullshit. Even BETTER, they claim that the only real way to find out if red meat is actually bad for you is to do an experiment.

Because you can totally assign a random group of people to eat meat for twenty years and see who dies. No ethical problem there, right?

Because there totally was such a thing as grass-fed meat, that people knew and cared about, 20 years ago, that they could control for in 20 years of data.

Because this study is obviously trying to turn people vegan.

While I am fully in support of pastured beef, and meat from happy animals, these arguments irritate the hell out of me for some very specific reasons. Mostly, I’m irritated because these arguments have NOTHING TO DO WITH THE ACTUAL RESEARCH THAT WAS DONE.

First of all, the study looked over the course of 20 years, not a few months, and they found specifically that each INCREASE in red meat consumption, particularly process meats, led to an increase in mortality. For example, they found that people who ate a LOT of red meat or processed meat—think 5 or more meals a week—were also more likely to be smokers, have a high BMI, etc. The researchers even go on to suggest that people cut down on their consumption of these foods—note, NOT eliminate them, NOT become vegetarian—but CUT DOWN ON THE DAILY CONSUMPTION OF STEAK AND BACON—in order to reduce their risk of chronic disease.

In other words, they found that people who eat mostly red meat and processed meats aren’t particularly healthy. That’s a “duh” moment if ever I heard one.

But somehow, this has turned into, for some people, a manifesto against all meat, and for some people who eat grass-fed beef, rather than simply showing the abundant evidence that it’s better for you—IN MODERATE AMOUNTS—than feedlot beef, have to jump on the defensive, and attempt to debunk some very interesting findings.

Maybe it’s the fact that I’ve spent the last several months deeply absorbed in eating behavior research (and may, in fact, spend several more years studying it), but that kind of nonsense gets me really irritated. Primarily because the media loves to turn scientific research into definitive cause-effect relationships (The LA Times reported something like “All Red Meat can Kill You” as their headline for this article), when the research itself is rarely close to definitive, and always notes an ASSOCIATION, NOT A DIRECT EFFECT.

So, to recap: yes, eating pastured beef is better for you than eating beef that comes from Cattle Death Pens. However, that doesn’t mean that living exclusively on steak, meatballs and bacon will EVER BE GOOD FOR YOU. That’s not an argument against all meat; it’s an argument for intelligent and balanced food consumption. If you’re going to make an argument, make *that* one.

Session Notes: Lean UX @ BostonPHP

Presented by: Jeff Gothelf, the Ladders

Principal at Proof, @jboogie, jeff@proof-nyc.com

Lean UX is one solution to the Agile problem

  • Focus on delivery, not deliverables (build SOMETHING)
  • Individuals and interactions over processes and tools
  • Working software over comprehensive documentation
  • Customer collaboration over contract negotiation
  • Responding to change over following a plan

Lean Startup

  • Every startup is a grand experiment that attempts to answer a question: not “CAN I build it,” but “SHOULD I build it?”
  • How do you spend the least amount of time designing/building the wrong thing?
  • Steps:
    • Formulate concept and create minimum level of fidelity to communicate and validate
    • Validate internally: stakeholders, developers, other designers, etc.
    • Prototype: get something out quickly so you can get it in front of customers or proxy customers
    • Test externally: get someone in front of your prototype and see what happens; is it usable? Is it USEFUL?
    • Learn from user behavior
    • Iterate
  • Designers need to step from behind their monitors and show early work much earlier and more often

First five things you need to do in order to make Lean UX happen:

  • Solve the problem together; don’t implement someone else’s solution
    • Bring the team you’re working with further into the process
    • Involve them in ideation and problem solving
    • Build shared understanding, which relieves the focus on deliverables
    • Let people know why certain decisions are being made
    • There’s no reason a developer can’t contribute to the design phase of a product and vice versa
  • Sketch
    • Remember, you’re not DRAWING; you’re sketching ideas together
    • If you can draw a circle, a square and a triangle, you can draw every interface that exists.
    • Work together on sketching and iterating, then work in parallel to build the thing
    • By working together, you don’t need to document things because you’ve already talked about it
  • Prototyping
    • Get your experience out, not the document
    • Validate hypothesis
    • What is the fastest way to get something into peoples’ hands that helps communicate the concept and its usefulness?
      • Axure
      • Straight into code
      • Other prototyping frameworks
  • Pair up cross-functionally
    • designer with developer
    • builds a common language and trust between the pair
    • makes the team more efficient
    • “design in the browser”
    • helps develop working code really quickly
  • Style guides are ESSENTIAL
    • could also be pattern or component libraries
    • make it a living document
    • make accessible to the entire team
    • button styles and logic
    • color palettes
    • default values for drop down menus
    • add code assets where applicable
    • helps the team put things together more quickly over time; assets can be grabbed and “dropped in” to a prototype
  • Critique early and often on designs that don’t feel “finished”
    • Designers have trained their clients to believe that the first thing they see will always be beautiful and “right”
    • NOBODY gets it right the first time, and nobody else is expected to.
    • It’s about getting concepts out early, and moving towards the “right” solution based on validated learning
  • It’s not the “Spec” that gives control
    • Lead with conversation, trail with documentation
    • designers are there to lead and facilitate the design process
  • Keep everyone moving forward
    • Provide team members with insight into the design process
    • Build momentum and engagement
    • Build shared understanding

How to manage quality vs. speed

  • “Speed first, aesthetics second” — Jason Fried, 37Signals
  • “It’s not iterative if you only do it once”
  • Iterations mean quality continually improves.
  • Move from minimally viable (simply works) to minimally desirable (works well, looks good, people want it)
  • Once you’ve validated your concepts, demo to the team
    • get them started building on a parallel path while you work on exception cases

Everything you put out into the world is a hypothesis. Your goal is to validate that hypothesis as quickly as possible and learn from the results.

  • Lean UX builds user testing into every sprint cycle
  • Don’t build things that people don’t want
  • Use data to settle subjective issues
    • A/B testing
    • Qualitative testing (user testing, etc.)
    • Use qualitative data to find out what people prefer; use A/B testing to validate that they prefer it.
  • Fill in the gaps through shared understanding
    • the more you talk about it, the better people understand why decisions were made, and more easily they can put the pieces together.
    • allows for estimation and prioritization within the flow of the building the project
  • Form factor is ultimately irrelevant
    • Many ways to test hypothesis
    • Testing doesn’t have to be expensive
    • Proto.io

Lean UX is NOT

  • Lazy. You still have to work hard, perhaps even more than what you did before
    • Collaboration level is significantly increased
    • What’s being removed is the WASTE that comes from the traditional UX process
    • Using the right tool at the right time
  • Design by committee
    • Yes, you’re involving other people, but it’s the DESIGNER’s job to synthesize that info into a concrete design

Getting started: in-house

  • Start small on an internal project
  • Ask for forgiveness
  • As you build camaraderie and start seeing results, others will start to notice and build interest
  • You are in the business of solving problems; you don’t solve problems with design documentation

Getting started: startups

  • This is the way to go, particularly in B2C

Getting started: interactive services/agency world

  • It’s a tougher sell, because agencies are in the deliverables business.
  • Give your clients the power. They like that.
    • Concept
    • Validate with client
    • Iterate
    • Validate with client
    • Prototype
    • Learn from user behavior
  • Can you get to the clients’ customers, or a similar proxy?
  • Gives clients the ability to see their “fingerprints” in the work; increases ownership.
  • Prevents “seagull management” — “swoop in and poop on it” — they can’t blame the agency anymore
  • Builds a more collaborative, less adversarial, relationship with clients

Getting started: Consultants

  • Consultants are mini-agencies

Distributed teams

Considerations

  • With content heavy experiences, some up front planning is necessary
    • Must understand what those content blocks will be, where they come from, and what they’ll contain
  • Highly experiential consumer sites may suffer under lean; hard to gauge experience with a usability test
  • Letting people into the design process makes them realize that design is HARD
  • Designers must evolve in order to stay relevant

 

Session Notes: Tapping into the power of user narratives [Drupalcon 2012]

Presenter: Michael Keara, MyPlanet

What is a user interface systems architect?

  • equal parts listener and software developer
  • Listens to users and finds pain points
  • Understands software and how to build the technology
  • Focus: how to bridge the gap between the two.

Two doors:

  • The user happy place, where they understand the user interface they’re dealing with
  • The development environment, where people need to understand how to make the system work
  • Opening both doors opens new conversations, and leads to new insight

Three UX Fundamentals

  • Usability is a lack of suffering on the part of the user
  • Usage context: Functionality has no meaning outside of a usage context
  • Primary questions:
    • Who is the user?
    • What are their tasks?
    • These are “simple” questions, but very difficult to answer.

Case study: a registration system for music exams in US and Canada

  • Two websites, two separate usage context
  • Examinations are key to their business model
    • Registration must be easy
    • Multiple types of users involved in the system
  • Design and testing
    • Started with “pilot” for US school
    • Prototyped the solution in a rich HTML prototype, then created a testable site
    • In user testing, discovered:
      • Structural issues: how to improve the location and function of key components
      • “Language” issues: issues around the language being used to navigate around

User narratives:

  • Role-oriented UX design
    • Is about supplying the right tools at the right time
    • Don’t throw all the tools the user will ever need into one space
    • Provides a way to trace the path from end user to the engineer
    • Roles = a set of tasks
    • Tasks require specific elements on the screen to facilitate completion
    • Has an impact on:
      • Layoute
      • Information Architecture
      • Data Retrieval
      • Data Structure
    • Connecting the dots
      • Handle idioms/terminology used
        • Different cultures have different terms they’re used to
      • Handle roles (mindsets and usage contexts)
        • Student
        • Parent
        • Teacher
      • Applications and tools try to mimic mindsets, but it doesn’t always work out
      • Role-oriented designs handle mindsets comfortably
  • idioms (language beyond “language”)
    • Unfamiliar terms don’t fit
    • Generic terms have rough edges; don’t resonate
    • Familiar terms are comfortable; help achieve “invisibility.”
  • Real-life narratives
    • Life is a sequence of roles, and those roles need tools
      • I’m a cook at breakfast {stove, toaster}
      • I’m a commuter {train, car}
      • I’m an emailer {computer or smartphone, fingers for typing}
      • I’m a [insert role here]
  • How words get to the screen
    • String: set of words that arrives on the screen
    • We all have words that resonate with us in terms of different roles, tasks, mindsets
    • Thoughts come in clusters; so do the words that describe those thoughts
    • Drupal thinks of strings individually and not in clusters
  • Drupal excludes UX designers
    • Drupal defines “roles” differently (as a set of permissions that’s fixed depending on roles)
    • Doesn’t support the ability to express things idiomatically
  • Organization of words for UX
    • Strings have two lives:
      • The ones the user can’t see (internal code)
      • External ‘user’ strings (human names, what users see)
      • Code strings should never change unless there’s some kind of functional change intended by the developer
      • User strings should adapt to users
    • All of the strings (user, internal code) exist in code!
    • The t() function handles user-facing language
      • You can find them and change them, but not to role or idiom-based terms
      • Translation (from English to German, etc.) is there, but not when thinking in terms of different idioms within the same language
  • Inclusive alternative approach
    • Have to go beyond the t() function to fix this issue
    • Extract the user-facing strings from the code using semantic keys
      • ‘name’=>$sm->t(‘LABEL_BLOG’)
      • $_string_array = array ( ‘LABEL_BLOG’) => “Blog entry”
      • Role oriented key: $sm->t(‘LABEL_BLOG__’.$role)
      • $_string_array = array ( ‘LABEL_BLOG’) => “Blog entry” LABEL_BLOG__STUDENT’ => “student’s blog entry”
    • Do this through the user narratives module
      • It’s about organizing strings
      • Takes a custom “adapter” module (uses form API) and routes it through the user narratives module into a different place that the uX designer can evaluate and change to accommodate new needs/mindsets

Session notes: Designing for Media platforms [Drupalcon 2012]

Presenters: Dave Leonard and Samantha Warren, Phase II Technology

What does it mean to design for media?

  • Designing for a site that is meant to reach a large audience with a daily content cycle
    • Newspapers
    • high-traffic blogs, etc.
  • What makes it different is the sheer amount of information
    • Photos
    • Videos
    • Lots of body copy
    • Organizing lots of information in a way that works for the user
    • ADVERTISING
  • Designing for a frequent publishing cycle
    • How do you design for content creators?

Case studies

  • Take Part
    • Digital media organization and cause services agency that provides content, products and services that inspire, empower, and ignite people to take daily action in making the world better.
    • Visual Design goals
      • Exhibit great storytelling
      • Compel users to take action, get involved in the community
      • Promote sharing: make sure the content doesn’t just live on that site, but belongs to the entire internet
    • UX Goals
      • Take action in the context of a story
      • Support the ebb and flow of topics
      • Make sure that editors have a good UX too!
        • Too many designers don’t take into account the process that editors have to deal with; focus too heavily on end users.
    • Visual Design process:
      • Conduct interviews with stakeholders about their brand and needs
      • Thematic Analysis: find adjectives
        • Engaging, action-oriented, personality
        • usable, present, depth, spacious
        • circulate, community, editorial, content focused
      • Use style tiles to help establish visual priorities
        • Offer one that’s “specifically what they’re looking for”
        • But also offer ideas that speak to the adjectives and themes you’re hearing.
    • UX Process
      • Content strategy
        • Types of content
        • Clasification/tagging
        • Embeddable content types: Put one node in the body of another node
        • Curation requirements: What are the requirements for analyzing and curating content? Are there expiration dates?
        • Curation capacity: What staff and other resources do you have to manage the requirements?
        • Campaigns of varying scale
      • Pair wireframing
        • Flush out misinterpretations early
          • How much fidelity do we really need?
          • Are we being over-specific?
        • Minimize revision cycles
          • Style tiles are done concurrently with wireframes
          • No conflict between UX and visual designer
        • Avoid over-designing
  • Washington Examiner
    • Regional newspaper that covers news, politics and sports in the DC area. The logo was created by William Randolph Hurst and it has a rich patriotic brand.
      • Visual Design goals
        • Feel modern
        • Stay true to history of the brand: wide and loyal readership
        • Promote ease of use: Readability is major; need content to shine through
      • UX Goals
        • Demonstrate breadth and depth of coverage
          • Section based
          • Cover a lot of local news for DC metro area, but also very respected nationally for political coverage
          • Set hierarchy; not all sections are the same
        • Promote top-quality curated content
          • Provided challenges in image handling
          • Challenges in creating hierarchy and ratios
        • Showcase the talent they have in house
          • Challenge: many sources of content coming into the system
            • Feeds
            • Direct to Drupal
            • Imports from AP
          • Need to define how authors are treated depending on where content is coming from
      • Visual Design Process
        • Adjectives:
          • Local, political, regional
          • Opinionated, scrappy, speedy, focused
          • ease of use, decluttered, visual balance, simplified,
          • polished, clean, fresh
          • Flexible, dynamic, Interactive
        • Had done a smaller site project beforehand; had some data on what the client liked and didn’t from the first site.
        • Work elements of the paper (print edition) within the website.
      • UX Design process
        • Sketch session: group brainstorming of UX concepts for a project
          • Got the entire team involved
          • Timeboxed to an hour
          • HAND-DRAWN sketches
          • Come up with ideas, no matter how “crazy”
          • Alleviates the “where do I start?” feeling
        • Wireframes were more high-fidelity because of the collaboration
          • heavily annotation of wireframes to make notes of interactivity, content, etc.
  • Common themes
    • Design a system, not individual pages
      • Clients think in terms of pages; it’s really easy for designers to think of things in pages as well
      • Because of the way Drupal (and other content management systems) handles media, content, etc. you have to think in systems rather than individual pages
      • Create style guides for clients to use and adapt as the site grows
    • Dealing with the author experience
      • Authors can be Drupal users, or they could be organizations
      • Have to consider how different types of authors will need to be treated or highlighted
    • Cross promotion of content is a common theme when designing for media
      • Want multiple page views
      • Make sure people can see additional or related content
      • Helps users find related info; helps the organization get more views on their content
      • How to distinguish between “articles” and “actions” — what’s the different treatment between requests for action and related articles?
    • Lifecycle of Topic
      • How to build a set of tools that lets editors evolve the content and its treatment/important on their own without needing extra developers
    • Commenting
      • Drupal core commenting vs. Disqus or FB comments
      • How to make things visually consistent with third-party integrations?
    • Advertising
      • Designers often have a fear of advertising; it “ruins the layout”
      • How to make it part of the design, and find subtle ways to make it less obtrusive?
      • You can’t get around the need for advertising; it’s the bread and butter of the media industry
      • part of our work as designers is solving problems, and this is part of it.